yashsingh1/xdaforums huggingface dataset:
[Windows Mobile Software Development] fards:
and here's the opengl test on my HD2 rom without the patch (and some minor tweaking)

Test OpenGL ES
Results (480x764 )
--------------------------------
alpha texture (128x256 rgba)
162321 kPixels/s

torus (3k triangles) one light
156538 kPixels/s

color blending
154982 kPixels/s

sub texture (128x128 15x15)
123294 kPixels/s

OpengGL ES info
--------------------------------
Vendor
Advanced Micro Devices, Inc.

Renderer
AMD Z430

Version
OpenGL ES-CM 1.1

Extensions
GL_AMD_compressed_3DC_texture
GL_AMD_compressed_ATC_texture
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_vertex_buffer_object
GL_ATI_compressed_texture_atitc
GL_ATI_texture_compression_atitc
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_stencil_wrap
GL_OES_blend_equation_separate
GL_OES_blend_func_separate
GL_OES_blend_subtract
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_compressed_paletted_texture
GL_OES_draw_texture
GL_OES_extended_matrix_palette
GL_OES_framebuffer_object
GL_OES_matrix_palette
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_read_format
GL_OES_stencil_wrap
GL_OES_texture_cube_map
GL_OES_texture_env_crossbar
GL_OES_texture_mirrored_repeat

Helios if you want me to get involved in testing or debugging stuff let me know.
[Windows Mobile Software Development] heliosdev:
fards, you took the lead in the OpenGLES and OpenVG tests!

So, you get these fast results with your own rom without any patches/drivers (only some 'minor' tweaks), right? You don't work for Qualcomm, do you?:D

Are the glbenchmark tests still high?

Thanks again to all for testing. More tests to come, demands/requests are welcomed!
[Windows Mobile Software Development] fards:
lol I wish.. maybe I'd get paid some proper money then, and we'd have proper drivers available :p

the glbench drops quite a bit without chainfires patch (but still beats the other devices).

I'm using the leaked 202 t-mob as a base.

so SPL XIP, Drivers, some tweaks, and all the debug and phone home crap ripped out from that rom..

It has a new kernel (oemxip is different) there seems to be some mild changes with SPL (ok not so mild) and the drivers are pretty decent..

I've not released my rom as there's a few too many steps to go through to get it up for most people.. till we get a 200Hardspl anyway.

Can't wait to get another leak on this build to see whether it's much faster .

You really do need to get a HD2 mate, it's a great device, when used properly :D

I should add here that I'm still trying to piece together which driver effects what and how changing one can effect the other, these snapdragon drivers make even less sense now I'm using them to what we thought before when we had the first leaked roms..

for example I dont understand why the subtexture is lower in mine, is that likely to be a 2d thing? is it the same EGL ?

what dl is that test likely to be calling ? or maybe what is the function? I may be able to find the dll..
[Windows Mobile Software Development] tsamolotoff:
2heliosdev:

I think he tested right after a SR, and it's the results of the first loop... (they decline gradually after each loop ) I can disable 2d blt, see if I get closer results

Any GLES 2.0 tests would be great... or something kewl for the OpenVG (such as animation-rich or video-rich benchmark)

Well, pwnage in 2 of 4 tests from Russia, riding an Acer S200 :p

Test OpenGL ES by heliosdev@hotmail.com
Results (480x748 )
--------------------------------
alpha texture (128x256 rgba)
142226 kPixels/s

torus (3k triangles) one light
139306 kPixels/s

color blending
167847 kPixels/s

sub texture (128x128 15x15)
178945 kPixels/s

OpengGL ES info
--------------------------------
Vendor
Advanced Micro Devices, Inc.

Renderer
AMD Z430

Version
OpenGL ES-CM 1.1

Extensions
GL_AMD_compressed_3DC_texture
GL_AMD_compressed_ATC_texture
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_vertex_buffer_object
GL_ATI_compressed_texture_atitc
GL_ATI_texture_compression_atitc
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_stencil_wrap
GL_OES_blend_equation_separate
GL_OES_blend_func_separate
GL_OES_blend_subtract
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_compressed_paletted_texture
GL_OES_draw_texture
GL_OES_extended_matrix_palette
GL_OES_framebuffer_object
GL_OES_matrix_palette
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_read_format
GL_OES_stencil_wrap
GL_OES_texture_cube_map
GL_OES_texture_env_crossbar
GL_OES_texture_mirrored_repeat
[Windows Mobile Software Development] tsamolotoff:
P.S. I must say this is the default settings for Acer S200 (the previous tests were conducted with 2D.HwBlt=1 in yamato_panel.txt (maybe it's an acer-specific configuration file, I urge the HD2 and Expo owners to check this thing)), so no cheating whatsoever. However, I must say that the test, despite the higher score, was choppy (it was smooth on previous attempts with hw blt enabled)
[Windows Mobile Software Development] fards:
I didn't on either account..

that was a retest this morning after swapping a file around, device had been on standby all night.

and the test ran for 3 minutes..

I do agree the results settle down, but I'm just reporting the file that was saved..
[Windows Mobile Software Development] fards:
I remember seeing that file in very early leaks of the HD2 rom.

havent seen it for a while.. mmm

interesting

WinGrep is searching for me :D ps you really need WinGrep it's awesome ! http://code.google.com/p/grepwin/

haven't found that file but there's definitely references to it in libpanel (found while searching for it with wingrep)

having grabbed one ( I think yours and dropped into root) it's interesting that I don't get the bitrate at the bottom when running heliosdev app, the same as when I tested the expo EGL mm

I also get 0 Kpixels in results across the board.. very very mmmmm
[Windows Mobile Software Development] jug6ernaut:
Heliodev an idea, right now these results really dont mean ****...as they are only showing the maximum obtained */sec.

The results would mean 100000x times more if there were the average of */second for the entire duration of each test.

just my opinion :)
[Windows Mobile Software Development] fards:
more experimenting with the panel.txt

deleting the swapmode makes no difference.

setting 2D.HWblt=0 causes a non booting rom here..

I need to find one of the really early HD2 beta leaks to see what the panel.txt was for that..
[Windows Mobile Software Development] tsamolotoff:
Hmm, it's the default setting for Acer S200, and this is that thing that made landscape mode very choppy and slow. Setting it to "1" made things definitely better, albeit with incompatibilty with chainfire's 3d patch and some slowdowns in 3d (electopia runs not as smooth as it was with blt=0)
[Windows Mobile Software Development] heliosdev:
I'm still hoping for a device like the HD(2) with an Nvidia Tegra(2) chip. But I don't think that this will be available in the next 1-2 years...

Nothing really special (from a developer's point of view) in the subtexture test, just calling glTexSubImage2D. Will check the internal texture formats (bit formats used for rgb like 565)

noted :D

Yes, that would be better, I've thought about that, too.;)

I'm not sure when to do such changes as there are now some reported results around.

In an upcoming GLES2.0 test this will be changed.
[Windows Mobile Software Development] jug6ernaut:
Yes, that would be better, I've thought about that, too.;)

I'm not sure when to do such changes as there are now some reported results around.

In an upcoming GLES2.0 test this will be changed.[/QUOTE]

woot? ogles2 test u say? that would be awesome :D. plus the results change.. Cant wait :D.
[Windows Mobile Software Development] tsamolotoff:
As a former owner of a nvidia-'blessed' device (Toshiba G900, ftw), I may say that if it were possible (with Tegra announced for at least 2 years, only 2 devices are on the market, and zero PPC/Commie stuff), this thing will underperform badly, and will have issues with suspend :D
[Windows Mobile Software Development] fards:
shhh you'll make people believe that tegra isn't the holy grail if you carry on like that :D

it does look like the early chipsets were rush-jobs from nvidia. either the tegra is a bear to get right or they are really taking their time getting it right..

I want that lovely looking tablet that people keep reusing the image of when referring to winmo7

anyway could you do some kind of trigger test in there as well helios?

I mean so we can measure if there's any framerate drop by applying a drag motion to the screen. quite a few of the MS7xxx had it, would be interest to see if it's measurable with the snapdragons as well.. I've not noticed any, but it would be interesting to see.

maybe a drag a rotating ball around a maze type thing, so we could monitor the rate?
[Windows Mobile Software Development] fards:
anyway tsamolotoff

can you let me have your libpanel.dll?

there's one here at 10kb, but there's also a

dcINONE_HTCPANEL.dll which is odd
[Windows Mobile Software Development] tsamolotoff:
Well, I'm leaving the city in two hours, so I suggest you to ask rafyvitto (he's a rom cooker for S200) to provide you with this library. Still, if you need specifically mine, I will be able to do it in two days. Sorry for the inconvenience. As of dc*** files, there're two of them - one apparently for AU Optotronics H380VL01 panel (seems that's the real panel), and the other one for some Sharp display.
[Windows Mobile Software Development] silvaros:
Looking at some of the other posts mine seems pretty slow. Is there something I can do to speed it up? I'm using the original rom on a Omnia 2 which is said to have a 800MHz processor and a dedicated graphics accelerator. I found a libGLESv1_CM.dll that was "modified" in Oct 09. I might try to change the source to use that file and see if it works.

Test OpenGL ES by heliosdev@hotmail.com
Results (480x748 )
--------------------------------
alpha texture (128x256 rgba)
1715 kPixels/s

torus (3k triangles) one light
1715 kPixels/s

color blending
1209 kPixels/s

sub texture (128x128 15x15)
1518 kPixels/s

OpengGL ES info
--------------------------------
Vendor
Hans-Martin Will

Renderer
Software

Version
OpenGL ES-CL 1.1

Extensions
GL_OES_fixed_point
GL_OES_single_precision
GL_OES_read_format
GL_OES_query_matrix
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_compressed_paletted_texture
[Windows Mobile Software Development] heliosdev:
The 'Renderer' is 'Software' and that's the reason why you have low numbers. I'm binding to libGLES_CM.dll and not libGLESv1_CM.dll. You can change the code (even though it isn't the latest version) by adding the v1 in all DllImport declarations in gl.cs. In egl.cs change it to libEgl.dll. (check that this file exists in /windows directory!)

Also check the MainForm constructor if there is a check for libGLES_CM.dll.
[Windows Mobile Software Development] Chainfire:
ehm just a comment...

you cannot use any results from this program when the HD2 patch is installed, as it limits the number of frames that can be drawn per second, doh ;)

However I did experiment with the version of this that was current when I first wrote the test, and I can do all sorts of magical things with it... the numbers just dont mean anything, as without the patch, frames are still being skipped etc.
[Windows Mobile Software Development] Chainfire:
Can you explain what happens, incompatibility?
[Windows Mobile Software Development] tsamolotoff:
Well, it gradually slows down with your patch, especially if display mode was changed several times while doing something else (e.g. honeycomb menu slowly, but inevitably become jerky, landscape tearing becomes visible, and so on...). After pressing suspend button, and some waiting, everything reverts to somewhat normal state, but then it goes as described above. Without the patch, the only apps that utilise 3d and suffer horrible performance are Opera 9.7 and GLBenchmark. All the other things I've tested (NFS UC, Xtrakt, Helios'es Benchmark, Tower Defence etc ) run smoothly and should I say, faster than with your patch. And I think that acer's d3dm_ati is identical to TG01s (at least size is roughly 1.03 M (I've not checked it) for both of them
[Windows Mobile Software Development] Chainfire:
Interesting. Perhaps for your device you need only the config patch and not the other parts of my patch ... which are I admit still a bit shaky (haven't found a truely good way to do the fix, so it's all "kind-of works" pieces)
[Windows Mobile Software Development] june57:
Results

--------------------------------

alpha texture (128x256 rgba)

9607 kPixels/s

torus (3k triangles) one light

11186 kPixels/s

color blending

12024 kPixels/s

sub texture (128x128 15x15)

8467 kPixels/s

OpengGL ES info

--------------------------------

Vendor

Samsung Electronics

Version

2.0 (lib version 20.02.24)

Renderer

FIMG

Extensions

GL_OES_matrix_palette

GL_OES_framebuffer_object

OES_read_format

OES_compressed_paletted_texture

OES_framebuffer_object

OES_stencil8

OES_texture_compression_S3TC

OES_mapbuffer

OES_texture_npot

GL_EXT_texture_compression_s3tc
[Windows Mobile Software Development] sc00basteve:
Did you ever figure out what Sprint had implemented in their drivers to make their TouchPro score so high? (back on page 3)

Just curious... I know you guys are in the middle of something
[Windows Mobile Software Development] tsamolotoff:
So, nothing new as of yet?
[Windows Mobile Software Development] heliosdev:
Well, in the meantime the results are in that region (e.g. results HD with v3 drivers)

I've started with a gles2 test but stuck right now as I don't have such a device (not yet) and had to send the app to user fards for early alpha testing (thanks again!). Now I'm at a point where it 'should' work but the shader doesn't compile on the device.:confused:

Trying to set up a desktop project which uses a gles2 emulator dll.

I'm not sure what to prioritize more. Maybe still some more OpenVG tests and doing gles2 when I have such a device.

Any idea what to show in an 'animation-rich' benchmark?

A video benchmark would be very cool having gles2 with different image filters implemented in the shaders.:cool:
[Windows Mobile Software Development] tsamolotoff:
Well, I personally believe that GL2 benchmark is more of importance (and of use) than VG because there's at least one GL2-enabled game on the market, and zero non-OEM apps with openvg support...

As for 'animation-rich' I may suggest you to implement some effects (e.g. 'plasma', photoshop-like filters) which are applied to different regions of canvas, maybe with some video blending effects if it's possible (I don't know for sure, what mobile DShow does allow you to do with rendering). Anyway, thanks for the benchmark :)
[Windows Mobile Software Development] xos84292:
do your setup the opengl es hack 1.0/1.1?

i test at hack, it will have 8xxx/10xxx / 9xxx / 8xxx
[Windows Mobile Software Development] xos84292:
Results

--------------------------------

alpha texture (128x256 rgba)

9518 kPixels/s

torus (3k triangles) one light

10979 kPixels/s

color blending

12026 kPixels/s

sub texture (128x128 15x15)

8440 kPixels/s

OpengGL ES info

--------------------------------

Vendor

Samsung Electronics

Version

2.0 (lib version 20.02.24)

Renderer

FIMG

Extensions

GL_IMG_texture_compression_pvrtc

OES_matrix_palette

GL_OES_framebuffer_object

GL_OES_read_format

GL_OES_compressed_paletted_texture

GL_OES_framebuffer_object

GL_OES_stencil8

GL_OES_texture_compression_S3TC

GL_OES_mapbuffer

GL_OES_texture_npot

GL_EXT_texture_compression_s3tc

I8000 with OpenGL ES 3D drivers, v1 compatibility layer, [2009-12-01] v0.258
[Windows Mobile Software Development] heliosdev:
Have you changed the code to use the v1 dll or are you using the latest version?

The version shows gles2.0 but the numbers are still too low! As gles2.0 is not backward compatible it implements the gles1.x using shaders (which isn't always very performant).
[Windows Mobile Software Development] Acctoj:
hd2 performance

Hi guyz! Just started to play with my HD2, before own mostly Symbian devices. I installed your drivers, and when I run the test, it looks really weird. After installing Chainfire's driver, I've got

alpha texture - 20405

Torus -33222

color blending 20360

sub texture -19947

numbers decreased like five times from original results w/o drivers!!!

original ROM 1.43.411.2 gives me folowing:

alpha texture - 138405

Torus -123541

color blending 145300

sub texture -88305

but most weird thing that WITH driver, tests and games flying like lightning, showing low score, and without drivers I see hi score(not that much, comparing to others;)) but tests show some stutters. Please help me to understand why is that?!!!
[Windows Mobile Software Development] heliosdev:
That's the expected behavior like Chainfire explained in his post!
[Windows Mobile Software Development] streamg:
have installed chainfire patch 1.1

but i see 2 posts above that he hace much better TORUS results

Results

--------------------------------

alpha texture (128x256 rgba)

19590 kPixels/s

torus (3k triangles) one light

22044 kPixels/s

color blending

20079 kPixels/s

sub texture (128x128 15x15)

19600 kPixels/s

OpengGL ES info

--------------------------------

Vendor

Advanced Micro Devices, Inc.

Version

OpenGL ES-CM 1.1

Renderer

AMD Z430

Extensions

GL_AMD_compressed_3DC_texture

GL_AMD_compressed_ATC_texture

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_vertex_buffer_object

GL_ATI_compressed_texture_atitc

GL_ATI_texture_compression_atitc

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_stencil_wrap

GL_OES_blend_equation_separate

GL_OES_blend_func_separate

GL_OES_blend_subtract

GL_OES_compressed_ETC1_RGB8_texture

GL_OES_compressed_paletted_texture

GL_OES_draw_texture

GL_OES_extended_matrix_palette

GL_OES_framebuffer_object

GL_OES_matrix_palette

GL_OES_point_size_array

GL_OES_point_sprite

GL_OES_read_format

GL_OES_stencil_wrap

GL_OES_texture_cube_map

GL_OES_texture_env_crossbar

GL_OES_texture_mirrored_repeat
[Windows Mobile Software Development] hariprasad96:
source code

is there any c source code or java jsr 239 code is available for the same ?
[Windows Mobile Software Development] optical10:
please help, can find OpenGL drivers for my phone!

After installing Throttle Launcher 1.1 yesterday on my HTC Advantage I was reminded that it doesn't have any of the above drivers for 3-D acceleration.

It's a fast phone at 624MHz CPU but because I've been using SPB Mobile Shell 3.5 I haven't noticed or needed 3-D acceleration because that program worked extremely well without it.

However as this phone is coming to the end of its life and it's out of warranty I don't mind tinkering to get OpenGL working on it.

I just can't find any sites or information specifically for HTC WM6 phones supporting an official or unofficial driver download, can anyone point me in the right direction for such a driver download?

Any help appreciated, sorry for hijacking this thread but it seemed the closest fit for my issue.
[Windows Mobile Software Development] heliosdev:
Just did a quick search in the HTC Advantage forum (use 'search this forum' with the keyword opengl and you'll get three hits). You should try to find another device which has the 'same' chipset (HTC Diamond?) and try to use its drivers. (I'll take no responsibility for any damages or hard resets ;))

P.S.:You've posted the same question in the Test OpenGLES2 thread. I'm answering here as you'll get OpenGLES1.x support if any! And do not cross post, especially when the threads are from the same user as now you can delete the other post and point to this thread/answer...
[Windows Mobile Software Development] heliosdev:
Well, there are examples/tutorials for opengles development just use your favorite search engine.

jsr239 opengles 1.0.1 bindings
[Windows Mobile Software Development] optical10:
oops sorry about that, I got a little bit carried away/ desperate & posted in the two threads, not sure which one was still active. As you suggest I will have to delete the other and continue here.

"@optical10 The software renderer is your last resort. The Vincent3d is the only one I know and it's OpenGL ES 1.x. You can copy it to /windows (don't overwrite existing file). Don't expect too high performance."

Quoting from your answer in the other post I just wanted to clarify which file/Folder I should place in the root of Windows, just the "libgles_cm.dll " file or the whole folder "ogles-bin-1.0.0" including its numerous subfolders? Any help appreciated.
[Windows Mobile Software Development] heliosdev:
Just the libgles_cm.dll file to the windows folder.

Check results with software renderer to "compare" your results.
[Windows Mobile Software Development] Stefano_1986_:
Results on my Acer NeoTouch:

Results
--------------------------------
alpha texture (128x256 rgba)
126818 kPixels/s

torus (3k triangles) one light
93885 kPixels/s

color blending
119385 kPixels/s

sub texture (128x128 15x15)
130367 kPixels/s

OpengGL ES info
--------------------------------
Vendor
Advanced Micro Devices, Inc.

Version
OpenGL ES-CM 1.1

Renderer
AMD Z430

Extensions
GL_AMD_compressed_3DC_texture
GL_AMD_compressed_ATC_texture
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_vertex_buffer_object
GL_ATI_compressed_texture_atitc
GL_ATI_texture_compression_atitc
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_stencil_wrap
GL_OES_blend_equation_separate
GL_OES_blend_func_separate
GL_OES_blend_subtract
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_compressed_paletted_texture
GL_OES_draw_texture
GL_OES_extended_matrix_palette
GL_OES_framebuffer_object
GL_OES_matrix_palette
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_read_format
GL_OES_stencil_wrap
GL_OES_texture_cube_map
GL_OES_texture_env_crossbar
GL_OES_texture_mirrored_repeat
[Windows Mobile Software Development] mishok_006:
NeoTouch p400

Results
--------------------------------
alpha texture (128x256 rgba)
8674 kPixels/s

torus (3k triangles) one light
7928 kPixels/s

color blending
8462 kPixels/s

sub texture (128x128 15x15)
7857 kPixels/s

OpengGL ES info
--------------------------------
Vendor
Advanced Micro Devices, Inc.

Version
OpenGL ES-CM 1.1

Renderer
AMD Z430

Extensions
GL_AMD_compressed_3DC_texture
GL_AMD_compressed_ATC_texture
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_vertex_buffer_object
GL_ATI_compressed_texture_atitc
GL_ATI_texture_compression_atitc
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_stencil_wrap
GL_OES_blend_equation_separate
GL_OES_blend_func_separate
GL_OES_blend_subtract
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_compressed_paletted_texture
GL_OES_draw_texture
GL_OES_extended_matrix_palette
GL_OES_framebuffer_object
GL_OES_matrix_palette
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_read_format
GL_OES_stencil_wrap
GL_OES_texture_cube_map
GL_OES_texture_env_crossbar
GL_OES_texture_mirrored_repeat
[Windows Mobile Software Development] edwardar06:
thanks a lot
[Windows Mobile Software Development] iRiKi:
Hello heliosdev,

I've done some benchmarks using your app, you can check the results here --> http://xdaforums.com/showthread.php?p=11736290